quick questions regarding scenarios (SOLVED)
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quick questions regarding scenarios (SOLVED)
When using the tag:
[remove_shroud]
x, y=<x,y>
side=<side>
___________ <---- what is the key for radius? because "radius" does not work
[/remove_shroud]
Or it should be done tile per tile? (pretty anoying...)
Second question:
How do I transfer data from one stage to another, for example:
I need to know from 10 different units, which survived and which didn't, so I know which of them should appear in the next scenario.
Number 3:
How do I make the player to start with 0 gold, which is the key, tag or the thing between {.....} that dissalows the carryover of the gold to the next scenario (can't find it in the wiki)
Fourth and last:
Can I modify the type and/or experience of the campaign leader during a scenario or at the start of one (in the [event]name=start or prestart; or in the [side] tag)?
Also accepting suggestions to similiar options
[remove_shroud]
x, y=<x,y>
side=<side>
___________ <---- what is the key for radius? because "radius" does not work
[/remove_shroud]
Or it should be done tile per tile? (pretty anoying...)
Second question:
How do I transfer data from one stage to another, for example:
I need to know from 10 different units, which survived and which didn't, so I know which of them should appear in the next scenario.
Number 3:
How do I make the player to start with 0 gold, which is the key, tag or the thing between {.....} that dissalows the carryover of the gold to the next scenario (can't find it in the wiki)
Fourth and last:
Can I modify the type and/or experience of the campaign leader during a scenario or at the start of one (in the [event]name=start or prestart; or in the [side] tag)?
Also accepting suggestions to similiar options
Last edited by Rhin on February 14th, 2008, 1:49 am, edited 3 times in total.
mostly [clueless]
Shroud: Try "x,y=5-10,5-10"
That should give a removal range of five to ten, for both x and y. So, it does have to be done 'per tile'... but it is quick.
[clueless]
Use a variable for data transfer. If you don't clear it, it will stick around forever. [variable], I think. Look for it in the wiki...
I think you can somehow check if you have a unit ready for recall, but I do not know how.
Starting with 0 gold uses a [gold], I think. Is a simple command... (Or is that just to reward the player..? I know it is used in replays, too... Hmm... )
Modify the leader... You can do that... I do not know how... but it's easy...
[/clueless]
That should give a removal range of five to ten, for both x and y. So, it does have to be done 'per tile'... but it is quick.
[clueless]
Use a variable for data transfer. If you don't clear it, it will stick around forever. [variable], I think. Look for it in the wiki...
I think you can somehow check if you have a unit ready for recall, but I do not know how.
Starting with 0 gold uses a [gold], I think. Is a simple command... (Or is that just to reward the player..? I know it is used in replays, too... Hmm... )
Modify the leader... You can do that... I do not know how... but it's easy...
[/clueless]
[gold] gives gold, as in adds to the total. To change gold, you need to [modify_side] with a gold key.
http://www.wesnoth.org/wiki/DirectActionsWML
for checking the recall list, you can try [have_unit] with locations (-1,-1) (not sure if that will work, but that's where units are placed if you don't give them valid locations)
As for modifying the leader, the easiest way to do that is to store the important things (HP, XP) and then replace him with a new unit that does have the appropriate stats. (just drop a clone with some differences on his head)
http://www.wesnoth.org/wiki/DirectActionsWML
for checking the recall list, you can try [have_unit] with locations (-1,-1) (not sure if that will work, but that's where units are placed if you don't give them valid locations)
As for modifying the leader, the easiest way to do that is to store the important things (HP, XP) and then replace him with a new unit that does have the appropriate stats. (just drop a clone with some differences on his head)
Variables are kept in memory forever. Simple as that.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
Well, yeah, that's true, but they never go away of their own accord. That was my point.appleide wrote:I thought if [clear_variable]~~~[/clear_variable] is called the variables are gone? or is that not the case?
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
If you use the same name, it's the same variable. That's the whole point of variables, that you can access their contents again...
Try some Multiplayer Scenarios / Campaigns